Class FilteredSplatsMaterial
Defined in: FilteredSplatsMaterial.js.
Constructor Attributes | Constructor Name and Description |
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FilteredSplatsMaterial(name)
Implementation of the "High-Quality Splatting on Today's GPUs" paper.
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Method Attributes | Method Name and Description |
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colorPass(transform, pointClouds, camera)
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depthPass(transform, pointClouds, camera)
create depth map.
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normalPass(transform, pointClouds, camera)
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render(sceneNode, camera, lights)
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renderPointClouds(transform, pointClouds, camera, lights)
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shadingPass(oldBuffer, camera, lights)
normalize output from second pass.
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Class Detail
FilteredSplatsMaterial(name)
Implementation of the "High-Quality Splatting on Today's GPUs" paper.
- Parameters:
- name
- See:
- http://graphics.ucsd.edu/~matthias/Papers/HighQualitySplattingOnGPUs.pdf
Method Detail
colorPass(transform, pointClouds, camera)
- Parameters:
- transform
- pointClouds
- camera
depthPass(transform, pointClouds, camera)
create depth map.
this pass renders into the depthFBO which is defined as a floating point texture.
linear depth is stored in the first value of each pixel.
- Parameters:
- transform
- pointClouds
- camera
normalPass(transform, pointClouds, camera)
- Parameters:
- transform
- pointClouds
- camera
render(sceneNode, camera, lights)
- Parameters:
- sceneNode
- camera
- lights
renderPointClouds(transform, pointClouds, camera, lights)
- Parameters:
- transform
- pointClouds
- camera
- lights
shadingPass(oldBuffer, camera, lights)
normalize output from second pass.
rgb values are divided by the weight(stored in the alpha component) and alpha is set to 1.
renders into the buffer which was active before this material was used.
- Parameters:
- oldBuffer
- camera
- lights